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Real-Time Cameras - Navigation and Occlusion
by Mark Haigh-Hutchinson
[07.01.09]
Gamasutra is proud to present an excerpt from the book Real-Time Cameras by Mark Haigh-Hutchinson, a veteran Retro Studios staffer who was diagnosed with pancreatic cancer in 2008 and passed away in 2009.
[1]
Game Design, Programming
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Managing Data Relationships
by Noel Llopis
[06.25.09]
How does your game data relate to each other? In this practical technical article, game development veteran Noel Llopis looks at how coders should structure and retrieve the intertwined world of game data in memory.
Programming, Visual Computing
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Planning For Fun In Game Programming - Part 2
by Tom Hammersley
[06.24.09]
How do you legislate for fun from a game planning and programming perspective? Following on from his analysis of the problem, veteran game coder Tom Hammersley proposes a solution that includes 'apprenticing', use cases, storyboards, and more.
Programming
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Sponsored Feature: Multi-Threaded Fluid Simulation for Games
by Quentin Froemke
[06.17.09]
In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Intel engineer Froemke describes a multi-threaded fluid simulation system created to make virtual smoke or water for application into games.
[8]
Programming, Visual Computing
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Sponsored Feature: Ocean Fog Using Direct3D 10
by Jeff Andrews & Chuck Desylva,Alfredo Giminez
[06.11.09]
In a new Intel-sponsored feature from the Visual Computing microsite, a trio of Intel engineers showcase an experiment to create an ocean and complex fog effects using Direct3D 10 and Shader Model 4.0, complete with source code and executable demo.
[4]
Programming, Visual Computing
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Games Demystified: Rolando
by Jeremy Alessi
[06.03.09]
Continuing his popular series, Jeremy Alessi presents a unique guide to the iPhone hit's Rolando's unique gameplay mechanics, with example code showcasing touch and physics-related game concepts.
Game Design, Programming
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Collaborative Game Editing
by Mick West
[05.20.09]
Individual game developers take responsibilities for different parts of game development - sometimes leading to content mixups and bottlenecks where their work overlaps. In this in-depth article, originally published in Game Developer magazine, Mick West discusses how collaborative editing may be the future.
[11]
Programming, Visual Computing
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Game Tools Tune-Up: Optimize Your Pipeline Through Usability
by Dan Goodman
[05.06.09]
How do you perfect your custom-created game tools? Sega and LucasArts veteran and Robotic Arm Software founder Goodman discusses tips and tactics for methodology when you roll your own tools.
[5]
Programming
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Secrets of Multiplatform Data Baking
by Noel Llopis
[05.06.09]
In this technical article, originally printed in Game Developer magazine late last year, veteran game programmer Llopis continues his look at data baking by examining how different console and PC game platforms treat data in memory.
Programming, Visual Computing
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